Completed Run, Rattata, Run ... with SPIKES! And no Rattata. Metal Bagon vs UllarWarlord

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#1
1v1 singles/2v2 doubles/3v3 triples (accepters choice)
training
NFE
2 day DQ
0 recoveries/3 chills
Ref gets to choose the arena.

Anything I've missed assume standard.
I will take yu on with doubles, mb.

Switch = Lawl
Items = No
Abilities = One
Arena: The Treadmills of DOOOOOOOOOOOOOOOM! (here's some nice music to add atmosphere)

This is an indoors arena, so any weather moves and moves that require an outdoors arena (eg, SolarBeam, Thunder) cannot be used. There is no external water source and no external grass. This is an artificial environment, so Energy Ball's BAP is reduced by 2. Digging and seismic moves are also not usable on this arena.

This arena is made of several treadmills in two rows. Each pokemon starts in the center of the arena on one of these treadmills. There is only 49ft of treadmill between the pokemon and a spike pit. At the end of each action, the treadmills pull each pokemon 1ft away from the center of the arena and they all expend 1 energy trying to keep up. Flying and levitating pokemon are not exempt from this. If a pokemon is pulled into the spike pit, it is immediately KO'd.

A pokemon can spend an action and 5 energy on either the Run forward command, which will move the pokemon toward the opposing team, or the Run backward command, which will move the pokemon away from the opposing team. In both cases, the pokemon will move a number of feet equal to 10% of its speed, rounded normally but with a minimum of 1ft. However, a pokemon will stop if it gets closer than 1ft to an opposing pokemon or just before it reaches the end of the treadmill. These two commands cannot be Encored or prevented by any moves and are not subject to the consecutive move penalty.

All direct damaging moves have a knockback component. The knockback of such a move in feet is equal to the BAP of the move (before STAB and other adjustments except for Technician, the *0.75 for multi-target moves, and multi-hit calculation) plus the user's attack or special attack rank minus double the target's weight class. For example, an Adamant Gyarados' Aqua Tail against a Charizard will knock him back (9+6-4*2)=7ft. Moves that hit allies will not knock them back at all, though they will still do damage as normal. Protect and Detect also eliminate knockback, while Endure halves knockback, rounding halves up. Also, a particularly heavy pokemon may not be knocked back at all by a particularly weak move.

Contact moves can only be used if the target is within running distance + 1ft (for example, a neutral-natured Hariyama can only use Brick Break on an opponent that is within (50/10)+1=6ft), and, if necessary, the user runs up to 1ft away from the target before hitting. In the case of U-Turn, the user then returns to its previous position. If a pokemon is too far away to land the blow, it automatically uses the appropriate running command instead.

Any time a pokemon chills or fails to act for any reason (eg, sleep, full paralysis, flinch, combo cooldown), the pokemon is moved 5ft by the treadmills at the end of the action instead of 1ft. A pokemon under the effects of Ingrain is also moved 5ft instead of 1ft and cannot run to use contact attacks (so can only use them on opponents 1ft away) or use either of the two running commands. In all these cases, however, the pokemon does not expend 1 energy at the end of the action.


Team Metal Bagon


Larvitar - Bart (M)
Nature: Adamant (+1 Rank to Attack, -1 Rank to Sp. Atk)
Type: Rock/Ground
Rock: Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sand Veil (DW): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 41
Size Class: 1
Weight Class: 4
Base Rank Total: 13

EC: 0/9
MC: 0
DC: 0/5

Moves (14):
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash

Outrage
Iron Defense
Pursuit

Earthquake
Dig
Stone Edge



Horsea(*) Charles the Water King Dragon (M)
Nature: Quiet, +1 Special Attack /1.15 speed
Type: Water
Water STAB: Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Damp (DW Locked): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 1
Spe: 52 (-) (60/1.15=52.17=52)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 1/9
MC: 0
DC: 1/5

Attacks (15):
Bubble
SmokeScreen
Leer
Water Gun
Focus Energy
BubbleBeam
Agility
Brine
Dragon Pulse

Ice Beam
Surf
Waterfall

Outrage
Disable
Signal Beam



Meowth - $$$
Nature: Naughty +1 in attack -1 in Sp.Def
Type: Normal
Normal STAB: adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Unnerve (DW) (Locked): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 90
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 2/6
MC: 2
DC: 2/5

Attacks:
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt

Hyponisis
Foul Play
Assist
Thunderbolt

Work Up
Return
Dig


Team UllarWarlord


<Bulbassaur> [Floros] (Male)
Nature: Rash (+Sp.Attack, -Sp. Def.)
Type: Grass/Poison
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:

Overgrow (Type: Innate)
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)


Chlorophyll (Type: Innate) [DW, Locked]
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Total Moves: 16

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Tackle
Growl
Leech Seed
Vine Whip
Poisonpowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth

Curse
Giga Drain
Safeguard

Sludge Bomb
Grass Knot
Flash



<Dratini> [Charos] (Male)
Nature: Relaxed (+Def. -Speed)
Type: Dragon
Dragon:
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:

Shed Skin: (Type: Innate)
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Marvel Scale: (Type: Innate) [DW, Locked]
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Stats:
HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 43 (-, 10% decrease in evasion)
Size Class: 2
Weight Class: 1
Base Rank Total: 13
Total Moves: 13

EC: 0/9
MC: 0
DC: 0/5


Attacks:

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility

Dragon Dance
Aqua Jet
Dragon Pulse

Sunny Day
Flamethrower
Safeguard


How it's gonna go down

Metal Bagon chooses his two pokemon and their abilities
UllarWarlord chooses the abilities for his pokemon (not that he has much choice) and orders
Metal Bagon orders
I have some good old-fashioned sadistic fun with the reffing
 
#2

"OK, Bulasaur is going to own up at least one of my pokemon no matter which one I choose so I amy-as-well go for the one I'm more desperate to train, Charles the Water King Dragon. And my money maker, $$$. C'mon out you two!"

For abilities Charles will get Sniper and $$$ will get Technician. Your turn Ullar.
 
#3
Floros, Overgrow!

Charos, Shed some Skin!

Um...

Floros: Vine Whip Charles to throw him away -> Sleep Powder $$$ -> Poisnpowder Charles

Charos: Dragon Dance -> Slam $$$ -> Dragon Pulse Charles
 
#4

"Those actions may give me some problems, but taunt will solve most of them!"

$$$: Taunt @ Dratini ~ Taunt @ Bulbasaur ~ Return @ Bulbasaur

Charles: Evasive Agility ~ Ice Beam x2 @ Bulbasaur
 
#5
Team Metal Bagon


Charles the Water King Dragon (M)
HP: 90 | EN: 100 | Spe: 52 (-)
Ranks: 2/3/4/1 | Total: 13
Size: 1 | Weight: 1
Ability: Sniper
Position: 50ft (spike pit at 0ft)
Other: None


$$$ (M)
HP: 90 | EN: 100 | Spe: 90
Ranks: 3/2/2/1 | Total: 13
Size: 1 | Weight: 1
Ability: Technician
Position: 50ft (spike pit at 0ft)
Other: None

Team UllarWarlord


Floros (M)
HP: 90 | EN: 100 | Spe: 45
Ranks: 2/2/4/2 | Total: 14
Size: 1 | Weight: 1
Ability: Overgrow
Position: 51ft (spike pit at 101ft)
Other: None


Charos (M)
HP: 90 | EN: 100 | Spe: 43 (-)
Ranks: 3/3/2/2 | Total: 13
Size: 2 | Weight: 1
Ability: Shed Skin
Position: 51ft (spike pit at 101ft)
Other: None

Welcome to the Treadmills of DOOOOOOOOOOOOOOOOOM! Metal Bagon and UllarWarlord are going to be having a pokemon battle on this deadly arena. Representing Metal Bagon are Charles the Horsea and Triple Dollar the Meowth, while UllarWarlord will be using Floros the Bulbasaur and Charos the Dratini. The pokemon are released onto the center of these treadmills, now let's start 'em up!

Immediately Charles chooses to use his Agility evasively, dodging a Vine Whip from Floros with ease. Triple Dollar flashes that coin-type thing on his forehead to try and Taunt Charos, and that stops the Dratini from performing any kind of dance. Thanks to his concentration being screwed over, Charos is pulled back quite a distance on his treadmill, while all three other pokemon keep on running, since if they let up, they could end up in the spike pit!

Triple Dollar, amazed at the success of his earlier taunt, tries to do it again and Taunt Floros. This prevents the Bulbasaur from using whatever deadly powders it was going to use, and Charles isn't making his life any easier. He shoots an Ice Beam straight at Floros, knocking her back several feet! An enraged Charos runs forward in an attempt to get to Triple Dollar and slam into him, but his lack of speed doesn't allow him to get very far. Floros struggles to regain his concentration as the treadmills carry him back even further, while the other three pokemon break into a sweat as they try to avoid falling in the spike pit.

Triple Dollar tries to strike Floros himself, but is too far away so he runs forward, only to be stopped in his tracks by Charos. Floros also runs forward as he struggles to land a blow on Charles, who just blasts him with another Ice Beam. However, it looks like Team UllarWarlord has finally succeeded at something, as Charos shoots a Dragon Pulse at Charles, knocking him back quite a distance. This time, all four pokemon are on their feet and running like mad, though Triple Dollar has to run backwards to avoid crashing into Charos and hurting himself.

Ooh, I wonder if we'll see someone fall in the spike pit now!

Team Metal Bagon


Charles the Water King Dragon (M)
HP: 76 | EN: 72 | Spe: 52 (-)
Ranks: 2/3/4/1 | Total: 13
Size: 1 | Weight: 1
Ability: Sniper
Position: 38ft (spike pit at 0ft)
Other: None


$$$ (M)
HP: 90 | EN: 68 | Spe: 90
Ranks: 3/2/2/1 | Total: 13
Size: 1 | Weight: 1
Ability: Technician
Position: 53ft (spike pit at 101ft)
Other: None

Team UllarWarlord


Floros (M)
HP: 50 | EN: 91 | Spe: 45
Ranks: 2/2/4/2 | Total: 14
Size: 1 | Weight: 1
Ability: Overgrow
Position: 77ft (spike pit at 101ft)
Other: Taunt (4 actions)


Charos (M)
HP: 90 | EN: 87 | Spe: 43 (-)
Ranks: 3/3/2/2 | Total: 13
Size: 2 | Weight: 1
Ability: Shed Skin
Position: 54ft (spike pit at 101ft)
Other: Taunt (3 actions)

Raw data

Turn order: Charles the Water King Dragon, $$$, Floros, Charos

Charles the Water King Dragon uses evasive Agility for 7 energy
Charles the Water King Dragon is evading attacks

$$$ uses Taunt on Charos for 10 energy
Charos is taunted for 6 actions

Floros uses Vine Whip on Charles the Water King Dragon for 2 energy
Charles the Water King Dragon evades the attack

Charos is unable to use Dragon Dance due to Taunt

Charles the Water King Dragon moves to 49ft and loses 1 energy
$$$ moves to 49ft and loses 1 energy
Floros moves to 52ft and loses 1 energy
Charos moves to 56ft
Charos' Taunt counter drops to 5


Turn order: $$$, Charles the Water King Dragon, Floros, Charos

$$$ uses Taunt on Floros for 14 energy
Floros is taunted for 6 actions

Charles the Water King Dragon uses Ice Beam on Floros for 7 energy
Roll a D16 for crit: 12 - no crit
Roll a D100 for freeze: 36 - no freeze
Floros takes (10+(4-2)*1.5)*1.5=19.5 damage (round to 20)
Floros is knocked back (10+4-1*2)=12ft and is now at 64ft

Floros is unable to use Sleep Powder due to Taunt

Charos is too far away to use Slam on $$$ so runs forward for 5 energy instead
Charos moves forward (43/10)=4.3ft (round to 4) and is now at 52ft

Charles the Water King Dragon moves to 48ft and loses 1 energy
$$$ moves to 48ft and loses 1 energy
Floros moves to 69ft
Charos moves to 53ft and loses 1 energy
Charos' Taunt counter drops to 4
Floros' Taunt counter drops to 5


Turn order: $$$, Charles the Water King Dragon, Floros, Charos

$$$ is too far away to use Return on Floros so runs forward for 5 energy instead
$$$ moves forward (90/10)=9ft (capped at 4ft due to Charos) and is now at 52ft

Charles the Water King Dragon uses Ice Beam on Floros for 11 energy
Roll a D16 for crit: 9 - no crit
Roll a D100 for freeze: 27 - no freeze
Floros takes (10+(4-2)*1.5)*1.5=19.5 damage (round to 20)
Floros is knocked back (10+4-1*2)=12ft and is now at 81ft

Floros is too far away to use Struggle on Charles the Water King Dragon so runs forward for 5 energy instead
Floros moves forward (45/10)=4.5ft (round to 5) and is now at 76ft

Charos uses Dragon Pulse on Charles the Water King Dragon for 6 energy
Roll a D16 for crit: 4 - no crit
Charles the Water King Dragon takes (9+3+(2-1)*1.5)=13.5 damage (round to 14)
Charles the Water King Dragon is knocked back (9+2-1*2)=9ft and is now at 39ft

Charles the Water King Dragon moves to 38ft and loses 1 energy
$$$ moves to 53ft and loses 1 energy
Floros moves to 77ft and loses 1 energy
Charos moves to 54ft and loses 1 energy
Charos' Taunt counter drops to 3
Floros' Taunt counter drops to 4
 
#6

"Now to actually do some damage."

Charles: Evasive Agility x3
SUB: IF Bulbasaur does not target you, THEN use Ice Beam @ Bulbasaur on that action instead.

$$$: Return ~ Bite ~ Return
SUB: IF Bulbasaur is in range of your attacks at anytime, THEN redirect your current attack to Bulbasaur
 
#7
Shizzle. Gotta be on my guard this round.

Charos: Flamethrower $$$ -> Run forward -> Flamethrower $$$

Floros: Take Down $$$ -> Run forward -> Take Down Charles
 
#9
(btw, since Floros did target Charles with an attack on a1 and a3 (even if there was no way it could hit regardless), Charles' Ice Beam sub only applied to a2)

Team Metal Bagon


Charles the Water King Dragon (M)
HP: 76 | EN: 72 | Spe: 52 (-)
Ranks: 2/3/4/1 | Total: 13
Size: 1 | Weight: 1
Ability: Sniper
Position: 38ft (spike pit at 0ft)
Other: None


$$$ (M)
HP: 90 | EN: 68 | Spe: 90
Ranks: 3/2/2/1 | Total: 13
Size: 1 | Weight: 1
Ability: Technician
Position: 53ft (spike pit at 101ft)
Other: None

Team UllarWarlord


Floros (M)
HP: 50 | EN: 91 | Spe: 45
Ranks: 2/2/4/2 | Total: 14
Size: 1 | Weight: 1
Ability: Overgrow
Position: 77ft (spike pit at 101ft)
Other: Taunt (4 actions)


Charos (M)
HP: 90 | EN: 87 | Spe: 43 (-)
Ranks: 3/3/2/2 | Total: 13
Size: 2 | Weight: 1
Ability: Shed Skin
Position: 54ft (spike pit at 101ft)
Other: Taunt (3 actions)

There is an exchange of blows between Charos and Triple Dollar. The Dratini scorches Triple Dollar with a Flamethrower just after being struck by the Meowth trying to think happy thoughts about his trainer and Return the favour. However, the attack seemed a bit weaker than usual. Maybe Triple Dollar wasn't happy enough. Charles anticipates an attack from Floros and uses his Agility evasively again, but the Bulbasaur is too far away and simply runs forward.

There is a lot more just running forward now, as the gap between the two teams is now widening. Charles, however, takes advantage of this and strikes Floros with an Ice Beam, nearly knocking him into the spike pit! But as all four pokemon continue their struggles to avoid being impaled on spikes, they are now really starting to feel the burn.

Now it looks like we have a repeat of the start of this round, with Triple Dollar trying to Return his trainer's favour and still not quite getting enough happiness in his blow, although this time he does strike Charos' weak spot. Unfortunately for him, the Dratini strikes his with another Flamethrower and even leaves a rather nasty burn! Could this turn the battle around? It's certainly doing more than Charles' attempts to evade agilely Floros' attacks while the Bulbasaur just runs forward yet again, since he is still too far away to land any kind of charging attack.

Right now, Team Metal Bagon looks to be in the better position - literally, as Floros and Charos are the two closest pokemon to the spike pit! UllarWarlord is in trouble!

Team Metal Bagon


Charles the Water King Dragon (M)
HP: 76 | EN: 48 | Spe: 52 (-)
Ranks: 2/3/4/1 | Total: 13
Size: 1 | Weight: 1
Ability: Sniper
Position: 35ft (spike pit at 0ft)
Other: None


$$$ (M)
HP: 61 | EN: 48 | Spe: 90
Ranks: 3/2/2/1 | Total: 13
Size: 1 | Weight: 1
Ability: Technician
Position: 49ft (spike pit at 0ft)
Other: Burn (-3 BAP on physical attacks, 2 DPA)

Team UllarWarlord


Floros (M)
HP: 30 | EN: 73 | Spe: 45
Ranks: 2/2/4/2 | Total: 14
Size: 1 | Weight: 1
Ability: Overgrow
Position: 77ft (spike pit at 101ft)
Other: Taunt (1 action), Overgrow active


Charos (M)
HP: 65 | EN: 65 | Spe: 43 (-)
Ranks: 3/3/2/2 | Total: 13
Size: 2 | Weight: 1
Ability: Shed Skin
Position: 71ft (spike pit at 101ft)
Other: None

Raw data

Turn order: Charles the Water King Dragon, $$$, Floros, Charos

Charles the Water King Dragon uses evasive Agility for 7 energy
Charles the Water King Dragon is evading attacks

$$$ uses Return on Charos for 6 energy
Roll a D16 for crit: 10 - no crit
Charos takes (8+3+(3-3)*1.5)=11 damage
Charos is knocked back (8+3-1*2)=9ft and is now at 63ft

Floros is too far away to use Take Down on Charles the Water King Dragon so runs forward for 5 energy instead
Floros moves forward (45/10)=4.5ft (round to 5) and is now at 72ft

Charos uses Flamethrower on $$$ for 7 energy
Roll a D16 for crit: 9 - no crit
Roll a D100 for burn: 91 - no burn
$$$ takes (10+(2-1)*1.5)=11.5 damage (round to 12)
$$$ is knocked back (10+2-1*2)=10ft and is now at 43ft

Charles the Water King Dragon moves to 37ft and loses 1 energy
$$$ moves to 42ft and loses 1 energy
Floros moves to 73ft and loses 1 energy
Charos moves to 64ft and loses 1 energy
Charos' Taunt counter drops to 2
Floros' Taunt counter drops to 3


Turn order: $$$, Charles the Water King Dragon, Floros, Charos

$$$ is too far away to use Bite on Charos so runs forward for 5 energy instead
$$$ moves forward (90/10)=9ft and is now at 51ft

Charles the Water King Dragon uses Ice Beam on Floros for 7 energy
Roll a D16 for crit: 16 - no crit
Roll a D100 for freeze: 36 - no freeze
Floros takes (10+(4-2)*1.5)*1.5=19.5 damage (round to 20)
Floros' Overgrow kicks in
Floros is knocked back (10+4-1*2)=12ft and is now at 85ft

Floros runs forward for 5 energy
Floros moves forward (45/10)=4.5ft (round to 5) and is now at 80ft

Charos runs forward for 5 energy
Charos moves forward (43/10)=4.3ft (round to 4) and is now at 60ft

Charles the Water King Dragon moves to 36ft and loses 1 energy
$$$ moves to 52ft and loses 1 energy
Floros moves to 81ft and loses 1 energy
Charos moves to 61ft and loses 1 energy
Charos' Taunt counter drops to 1
Floros' Taunt counter drops to 2


Turn order: Charles the Water King Dragon, $$$, Floros, Charos

Charles the Water King Dragon uses evasive Agility for 7 energy
Charles the Water King Dragon is evading attacks

$$$ runs to 60ft and uses Return on Charos for 6 energy
Roll a D16 for crit: 1 - crit
Charos takes (8+3+3+(3-3)*1.5)=14 damage
Charos is knocked back (8+3-1*2)=9ft and is now at 70ft

Floros is too far away to use Take Down on Charles the Water King Dragon so runs forward for 5 energy instead
Floros moves forward (45/10)=4.5ft (round to 5) and is now at 76ft

Charos uses Flamethrower on $$$ for 7 energy
Roll a D16 for crit: 1 - crit
Roll a D100 for burn: 6 - burn
$$$ takes (10+3+(2-1)*1.5)=14.5 damage (round to 15)
$$$ is burned
$$$ is knocked back (10+2-1*2)=10ft and is now at 50ft

Charles the Water King Dragon moves to 35ft and loses 1 energy
$$$ moves to 49ft and loses 1 energy
Floros moves to 77ft and loses 1 energy
Charos moves to 71ft and loses 1 energy
Charos' Taunt counter drops to 0
Floros' Taunt counter drops to 1
$$$ takes 2 burn damage
 
#10
whoops. GOTTA RUUUUUUUUUUUN

Floros: Run Forward -> Run Forward -> Vine Whip to throw Charles

Charos: Run Forward -> Run Forward -> Thunder Wave $$$
 
#11

"I think $$$ can shout loud enough."

$$$: Taunt @ Dratini ~ Chill ~ Return @ Bulbasaur

Charles: Chill ~ Ice Beam @ Bulbasaur ~ Ice Beam @ Dratini
SUB: IF Bulbasaur is not KOed by A3, THEN use Ice Beam @ bulbasaur instead.

PS: Remember returns 2 BAP boost.
 
#12
PS: Remember returns 2 BAP boost.
Yeah, I didn't forget about it last round. It's just that you need more HP than your target to get that boost (similarly, with Frustration, you need less HP than your target). The first time you had the same amount of HP, and the second time you had 1 HP less.

Team Metal Bagon


Charles the Water King Dragon (M)
HP: 76 | EN: 48 | Spe: 52 (-)
Ranks: 2/3/4/1 | Total: 13
Size: 1 | Weight: 1
Ability: Sniper
Position: 35ft (spike pit at 0ft)
Other: None


$$$ (M)
HP: 61 | EN: 48 | Spe: 90
Ranks: 3/2/2/1 | Total: 13
Size: 1 | Weight: 1
Ability: Technician
Position: 49ft (spike pit at 0ft)
Other: Burn (-3 BAP on physical attacks, 2 DPA)

Team UllarWarlord


Floros (M)
HP: 30 | EN: 73 | Spe: 45
Ranks: 2/2/4/2 | Total: 14
Size: 1 | Weight: 1
Ability: Overgrow
Position: 77ft (spike pit at 101ft)
Other: Taunt (1 action), Overgrow active


Charos (M)
HP: 65 | EN: 65 | Spe: 43 (-)
Ranks: 3/3/2/2 | Total: 13
Size: 2 | Weight: 1
Ability: Shed Skin
Position: 71ft (spike pit at 101ft)
Other: None

As Team UllarWarlord runs forward to get away from the spike pit, Triple Dollar Taunts Charos once again, while Charles Chills and takes a breather. His brief rest has put him at the mercy of the treadmills more so than any of the other pokemon, but nobody's falling into the spike pit yet.

Triple Dollar, satisfied that his taunt has worked, also Chills, leaving himself open to being pulled away into the spike pit. Charles goes back on the offensive with an Ice Beam that knocks Floros back to where he was earlier, undoing all his hard work. Both of UllarWarlord's pokemon continue to run forward.

It looks like Triple Dollar is ready to attack again as he runs forward to get closer to the Dratini, almost close enough to strike. Floros prepares to attack but is stopped cold (pun intended) by another Ice Beam and Charles has knocked the Bulbasaur out! It's all up to Charos now, but the Meowth's taunt earlier has thrown his concentration and, as he fails to execute his move, he finds himself being pulled back even further! Is there anything he can do now?

Team Metal Bagon


Charles the Water King Dragon (M)
HP: 76 | EN: 40 | Spe: 52 (-)
Ranks: 2/3/4/1 | Total: 13
Size: 1 | Weight: 1
Ability: Sniper
Position: 28ft (spike pit at 0ft)
Other: Used 1 chill


$$$ (M)
HP: 55 | EN: 43 | Spe: 90
Ranks: 3/2/2/1 | Total: 13
Size: 1 | Weight: 1
Ability: Technician
Position: 53ft (spike pit at 101ft)
Other: Burn (-3 BAP on physical attacks, 2 DPA), used 1 chill

Team UllarWarlord


Floros (M)
HP: KO | EN: 61


Charos (M)
HP: 65 | EN: 53 | Spe: 43 (-)
Ranks: 3/3/2/2 | Total: 13
Size: 2 | Weight: 1
Ability: Shed Skin
Position: 70ft (spike pit at 101ft)
Other: Taunt (3 actions)

Raw data

Turn order: $$$, Charles the Water King Dragon, Floros, Charos

$$$ uses Taunt on Charos for 10 energy
Charos is taunted for 6 actions

Charles the Water King Dragon chills and restores 12 energy

Floros runs forward for 5 energy
Floros moves forward (45/10)=4.5ft (round to 5) and is now at 72ft

Charos runs forward for 5 energy
Charos moves forward (43/10)=4.3ft (round to 4) and is now at 67ft

Charles the Water King Dragon moves to 30ft
$$$ moves to 48ft and loses 1 energy
Floros moves to 73ft and loses 1 energy
Charos moves to 68ft and loses 1 energy
Floros' Taunt counter drops to 0
$$$ takes 2 burn damage
Charos' Taunt counter drops to 5


Turn order: $$$, Charles the Water King Dragon, Floros, Charos

$$$ chills and restores 12 energy

Charles the Water King Dragon uses Ice Beam on Floros for 7 energy
Roll a D16 for crit: 2 - no crit
Roll a D100 for freeze: 11 - no freeze
Floros takes (10+(4-2)*1.5)*1.5=19.5 damage (round to 20)
Floros is knocked back (10+4-1*2)=12ft and is now at 85ft

Floros runs forward for 5 energy
Floros moves forward (45/10)=4.5ft (round to 5) and is now at 80ft

Charos runs forward for 5 energy
Charos moves forward (43/10)=4.3ft (round to 4) and is now at 64ft

Charles the Water King Dragon moves to 29ft and loses 1 energy
$$$ moves to 43ft
Floros moves to 81ft and loses 1 energy
Charos moves to 65ft and loses 1 energy
$$$ takes 2 burn damage
Charos' Taunt counter drops to 4


Turn order: $$$, Charles the Water King Dragon, Floros, Charos

$$$ is too far away to use Return on Floros so runs forward for 5 energy instead
$$$ moves forward (90/10)=9ft and is now at 52ft

Charles the Water King Dragon uses Ice Beam on Floros for 11 energy
Roll a D16 for crit: 3 - no crit
Roll a D100 for freeze: 42 - no freeze
Floros takes (10+(4-2)*1.5)*1.5=19.5 damage (round to 20)
Floros is KO'd by the attack

Charos is unable to use Thunder Wave due to Taunt

Charles the Water King Dragon moves to 28ft and loses 1 energy
$$$ moves to 53ft and loses 1 energy
Charos moves to 70ft
$$$ takes 2 burn damage
Charos' Taunt counter drops to 3
 
#15
Team Metal Bagon


Charles the Water King Dragon (M)
HP: 76 | EN: 40 | Spe: 52 (-)
Ranks: 2/3/4/1 | Total: 13
Size: 1 | Weight: 1
Ability: Sniper
Position: 28ft (spike pit at 0ft)
Other: Used 1 chill


$$$ (M)
HP: 55 | EN: 43 | Spe: 90
Ranks: 3/2/2/1 | Total: 13
Size: 1 | Weight: 1
Ability: Technician
Position: 53ft (spike pit at 101ft)
Other: Burn (-3 BAP on physical attacks, 2 DPA), used 1 chill

Team UllarWarlord


Charos (M)
HP: 65 | EN: 53 | Spe: 43 (-)
Ranks: 3/3/2/2 | Total: 13
Size: 2 | Weight: 1
Ability: Shed Skin
Position: 70ft (spike pit at 101ft)
Other: Taunt (3 actions)

Triple Dollar is feeling confident about this battle and so just Chills out, but he gets knocked back by Charos' Dragon Pulse and is being pulled back the other way by the treadmills. However, Charles responds with his own Dragon Pulse that pushes Charos back even further.

Realising that he is too far away to use his own attacks, Triple Dollar calls for Assistance and gets it in the form of ... a Dragon Pulse! This pushes Charos dangerously close to the spike pit, and then he is suddenly struck by Charles' Ice Beam, and that knocks him in! Metal Bagon has won!

Team Metal Bagon


Charles the Water King Dragon (M)
HP: 76 | EN: 24
Position: 26ft (spike pit at 0ft)


$$$ (M)
HP: 37 | EN: 45
Position: 38ft (spike pit at 0ft)

Team UllarWarlord


Charos (M)
HP: 13 | EN: 46
Position: 103ft and in spike pit

Raw data

Turn order: $$$, Charles the Water King Dragon, Charos

$$$ chills and restores 12 energy

Charles the Water King Dragon uses Dragon Pulse on Charos for 7 energy
Roll a D16 for crit: 6 - no crit
Charos takes (9+(4-2)*1.5)*1.5=18 damage
Charos is knocked back (9+4-1*2)=11ft and is now at 81ft

Charos uses Dragon Pulse on $$$ for 6 energy
Roll a D16 for crit: 12 - no crit
$$$ takes (9+3+(2-1)*1.5)=13.5 damage (round to 14)
$$$ is knocked back (9+2-1*2)=9ft and is now at 44ft

Charles the Water King Dragon moves to 27ft and loses 1 energy
$$$ moves to 39ft
Charos moves to 82ft and loses 1 energy
$$$ takes 2 burn damage
Charos' Taunt counter drops to 2


Turn order: $$$, Charles the Water King Dragon, Charos

$$$ uses Assist for 2 energy
Roll a D3 for chosen move (1 = Dragon Pulse, 2 = Ice Beam, 3 = SmokeScreen): 1 - Dragon Pulse on Charos for 7 energy
Roll a D16 for crit: 12 - no crit
Charos takes (9+(2-2)*1.5)*1.5=13.5 damage (round to 14)
Charos is knocked back (9+2-1*2)=9ft and is now at 91ft

Charles the Water King Dragon uses Ice Beam on for 7 energy
Roll a D16 for crit: 4 - no crit
Roll a D100 for freeze: 35 - no freeze
Charos takes (10+(4-2)*1.5)*1.5=19.5 damage (round to 20)
Charos is knocked back (10+4-1*2)=12ft and is now at 103ft
Charos falls into the spike pit and is KO'd.

Charles the Water King Dragon moves to 26ft and loses 1 energy
$$$ moves to 38ft and loses 1 energy
$$$ takes 2 burn damage


Prizes

  • Metal Bagon gets 2 CC
  • UllarWarlord gets 2 CC
  • Charles the Water King Dragon the Horsea gets 1 EC, 2 MC, 1 DC and 2 KOC
  • $$$ the Meowth gets 1 EC, 2 MC and 1 DC
  • Floros the Bulbasaur gets 1 EC, 2 MC and 1 DC
  • Charos the Dratini gets 1 EC, 2 MC and 1 DC
  • Objection gets 5 UC
 
#16
I liek KOC's for Charles. Anyway, gg to Ullar and thanks for reffing in this extremely conplicated arena Objection!

PS: gl in your bid for dlying GL Objection.
 
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